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#1 |
Tester
Join Date: Nov 2004
Posts: 190
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![]() Did the dev run out of time with these guys? Weaponsmith makes weapons, jeweller makes jewellry, woodworker makes ammo packs/bows. Alchemist makes jewellry, as does carpenter, not nice.
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^^^ ... knows where his towel is. Can you spare a.... |
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#2 |
Loremaster
Join Date: Aug 2009
Posts: 509
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![]() Figure they were trying to give something for each of them. They did the same thing with Thurg and Drunder makes actually. |
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#3 |
Server: Butcherblock
Guild: Ronin
Rank: Officer
Loremaster
Join Date: Aug 2005
Location: Anchorage Alaska
Posts: 435
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![]() ok so the OP puts the devs down and does not offer any positive ideas, what exactly do you want done? How about something more along the idea of hey guys loving the new aprentices but I noticed that the alchy and carp are makng jewlery... This got me thinking and I have a couple ideas since the alchy does not need to research new spells how about researches dungon maker items instead and the carpenter could research new cool house items. Just my 2c ~Avianna |
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#4 |
Server: Oasis
Guild: Pillage
Rank: Captain
Loremaster
Join Date: Nov 2004
Posts: 1,982
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![]() I wanna know who makes the other armor peices. my armorsmith makes Bps and forearms...but nothing else. thought hey are some REALLY nice forearms/bps heh. |
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#5 |
Tester
Join Date: Nov 2004
Posts: 190
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![]() I did not put them down. I asked if they ran out of time. Alchemist should make new potions/poisons Carpenter, I dont know That they make jewellry is LAME, doesnt make the devs lame. So please read posts before attacking others, thanks
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^^^ ... knows where his towel is. Can you spare a.... |
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#6 |
Loremaster
Join Date: Nov 2009
Location: Texas
Posts: 1,061
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![]() There's a nice walk through somewhere that takes you through what each crafter makes...but guys, they've explained this a bunch of times on the forums and even in the webcasts. SJ also mentioned that there are plans to expand them later on.
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Collametta, 91 HE Ranger, 90 Mstr Armorer Siame, 90 K. Zerk, 90 Alchemist Palayna, 34 Fae Monk, 90 Master Carpenter Beastmastress, 90 WE BL, 31 Prov |
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#7 |
Loremaster
Join Date: Aug 2009
Posts: 509
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![]() Avianna@Butcherblock wrote:
Because then they'd have me in here yelling how I'd rather my 90 carpenter and alchy have something useful to make rather than pointless fluff house items that I'll never make and crud for a feature I'll never use, IF...I had even bought the feature pack. |
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#8 |
Loremaster
Join Date: Aug 2009
Posts: 509
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![]() My post had twins.. |
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#9 |
Server: Lucan DLere
Guild: Fourth Wall
Rank: Emperor
Loremaster
Join Date: Jun 2008
Posts: 1,302
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![]() I wasn't too crazy about this and hoped for either some new house items, but the jewelry looks decent for my adventuring needs. |
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#10 |
Tester
Join Date: Nov 2004
Posts: 190
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![]() Oh, they are decent items, just not what should be made. The provisioner got food, my alchemist wants new nasty poisons and incredible potions.
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^^^ ... knows where his towel is. Can you spare a.... |
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#11 |
Loremaster
Join Date: Dec 2004
Posts: 1,167
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![]() Archaegeo@Antonia Bayle wrote:
(( I completely disagree with this post. It reads like a complaint for the sake of complaining, that is just my opinion. I am pleased my carpenter can make valueable adventurer-used items and not just house item fluff. I am also pleased with the alchemist and sage recipes too! I like the way the devs have done it. The only ones who lose out at the moment are Provisioners, because short duration items from expensive rares is very harsh. ))
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Countess Felishanna Silorielenwe [92/320 Templar|92 Sage](Koada`Dal) Lady Lorianna Ardinwena [92/320 Monk|92 Carpenter](Koada`Dal) Lady Suzanna Narinyaare [92/320 Conjuror|92 Woodworker](Koada`Dal) Lady Annaelisa Lorinfinlinde [92/320 Fury|92 Tailor](Koada`Dal) Lady Silvianna [92/320 Illusionist|92 Jeweler](Koada`Dal) Jennianna [92/320 Dirge|92 Weaponsmith](Koada`Dal) Aurielle [92/320 Wizard|92 Alchemist](Koada`Dal) Valerianna [92/320 Guardian|92 Armourer](Koada`Dal) Sarahanna [92/320 Swashbuckler|92 Provisioner](Koada`Dal) Katherianna [92/286 Beserker|92 Sage](Koada`Dal) Guildleader of The True Path - A roleplay-based guild (level 77) on Antonia Bayle |
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#12 |
ZAM EQII
Join Date: Nov 2004
Posts: 7,439
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![]() We have a guide for that! http://eq2.zam.com/wiki/Tradeskill_...tices_%28EQ2%29 Craftsmen Looks to me like someone worked hard to avoid complaints that Carpenters, Provisioners, and Sages don't make any gear and would have otherwise been treated unfairly. |
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#13 |
Tester
Join Date: Nov 2004
Posts: 190
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![]() But given the magnitude of these items, couldnt the carpenter make a house item that lets you teleport anywhere, or a house item that summons a limited duration pet, etc. Think outside the fluff box, there are already useful house items like AA mirror, etc
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^^^ ... knows where his towel is. Can you spare a.... |
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#14 |
Lord
Join Date: Feb 2011
Posts: 366
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Actually Carpenter made teleportation pads and Sage made Magic Mouths (the vanilla variety, not the ones that appear on the city festivals) would be very welcome. I'm sure there are plenty of other one-off or special items which while not game breaking are no longer available in the game, either because they were part of an earlier event or whatever. Provisioner to get Blessed Sapling? (on the basis it produces 'food' items) etc etc
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#15 |
Server: Lucan DLere
Guild: Fourth Wall
Rank: Emperor
Loremaster
Join Date: Jun 2008
Posts: 1,302
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![]() Calthine wrote:
Yep. They wanted to cover all the tiers and distribute things evenly for the initial release. Gear was clearly the best option. Down the road, they can add in one or two things at the top tier. |
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#16 |
Loremaster
Join Date: May 2005
Location: My Felwithe Mansion (and a couple other smaller homes), currently.
Posts: 1,416
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![]() Archaegeo@Antonia Bayle wrote:
For the record I've only read the OP's reply and one or two others, so my post reflects that. Well, regardless of your intent with your somewhat poorly worded post, one thing you are forgetting is there's already precident for how they did the new apprentice recipes. If you have them, take a look at the recipes that use items like the "Aspect of War", "Frozen Shard of Magic" and so forth. Otherwise, the fabled crafting rares from dungeons from DoV, before AoD launched. They all follow the same pattern. I don't know it for each class, but I do know for THOSE items as well alchemists make rings, carpenter makes something other then furniture, etc. The idea as others have pointed out was to make it so each class has something that an adventurer may want or need. A bit confusing? Sure. But it's not like jewelers make nothing either. So no, they didn't run out of time. They were simply following the pattern ALREADY set by DoV for t9 fabled crafting rares. |
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#17 |
Server: Antonia Bayle
Guild: Cladire Mortii
Rank: Initiate/Slave
Loremaster
Join Date: Mar 2007
Posts: 3,780
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![]() Alchemists should of been able to craft bombs/potions that heal. Of course that would require creativity. |
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#18 |
Tester
Join Date: Nov 2004
Posts: 7,842
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![]() Talathion@Antonia Bayle wrote:
Alchemists do make handcrafted and mastercrafted potions that heal.. they're pathetic with the level 90 Mastercrafted one incapable of healing a scratch let alone an actual hit from any DoV solo NPC let alone anything tougher. Any requests for better is met with "but that would be overpowering". *sigh* |
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#19 |
Server: Antonia Bayle
Guild: Cladire Mortii
Rank: Initiate/Slave
Loremaster
Join Date: Mar 2007
Posts: 3,780
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![]() Who cares whats OP or not. Make the MASTER one a healing ability that you can use FOREVER (infinite uses.) has a 1 minute cooldown and heals you for 10000. Then make a damage one that has a 2 min cooldown that does 10000 damage. Make em mastercrafted fabled/tradeskill apprentice. |
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#20 |
Server: Lucan DLere
Guild: Fourth Wall
Rank: Emperor
Loremaster
Join Date: Jun 2008
Posts: 1,302
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![]() Talathion@Antonia Bayle wrote:
We have enough keys to cycle through for DPS. We don't need another. The heal item might be ok. |
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#21 |
Server: Antonia Bayle
Guild: Cladire Mortii
Rank: Initiate/Slave
Loremaster
Join Date: Mar 2007
Posts: 3,780
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![]() Deveryn@Crushbone wrote:
Heh, make them both and put them on the same cooldown, if you use one you can't use the other, ect. The DPS one would be great for healing classes. (you never have enough buttons.) Make the Damage one like a grenade, does AOE damage over time, ect. |
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#22 |
Loremaster
Join Date: Dec 2004
Posts: 935
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![]() Felishanna@Antonia Bayle wrote:
I'm a bit disappointed to be honest. I made my carpenter to MAKE house items. I don't care that they are fluff (which they are not IMO) or that they might not sell all that well (which they can, if I wanted to make plat from crafting). I hope that Carps do get furniture items to research later on.
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#23 |
Loremaster
Join Date: Jan 2005
Posts: 3,552
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![]() Archaegeo@Antonia Bayle wrote:
Well, think about the box too. There are 9 tiers of items. Each class gets about 4 items for each level. Even if you limited carpenters to 2 items, your looking at 18 new house items to do something. Teleportation to any zone, 'invisible' magic mouth. That is 2 items, what do you want to suggest for the other 16? Or honestly, it should be a total of 36 items so it matches the majority of classes. 1 slot of gear, across 4 archatypes x9 tiers is much much easier to figure out. As for alchemists, all of the potions and poisons are weak effects. Powering them up would give a huge boost to a few classes and end up making it even more difficult for dev to ballance things across classes. I'd like to see more powerful effects but I understand why they are resistant to the idea. Still, potions could be as powerful as 1 heal from a mercinary considering you can have a heal bot/DPS/Tank just follow you around. That to me would be a general rethink of potions though, not just 1 overly expensive recipe. |
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#24 |
Loremaster
Join Date: Jan 2005
Posts: 3,552
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![]() Talathion@Antonia Bayle wrote:
The people your asking to make the changes? They are the developers, the people that make the game, the people that actually think about ballance issues. Telling them not to care about it isn't productive. Unless your the producer. Then its going to be party all the time and Bezerkers become the new flavor of the day, right? |
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#25 |
Server: Butcherblock
Guild: Eruanna Ar Fuin
Rank: Senior Officer
Loremaster
Join Date: Aug 2006
Posts: 748
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![]() I don't know what provisioners you're referring to as getting the shaft. Those are the best food items in the game. 4% potency total from food and drink?! I'll buy every single cake, cookie, and tea you're willing to sell me. |
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#26 |
Loremaster
Join Date: Aug 2009
Posts: 509
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![]() The drops on the reactant needs to become as common as the lower tiers or you'll be buying that temp food and drink for 1k a piece... |
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#27 |
Loremaster
Join Date: Jan 2005
Posts: 3,552
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![]() Gaealiege@Butcherblock wrote:
So your willing to pay for something that makes top of the line products and use it to craft 10 hours worth of food and another one to make 10 hours of drink? Right now that would be 1600p on AB. I suspect in about 6 months the price will stabalize down to 200-400p. So your willing to pay 800p for 1 stack of food and 1 stack of drink that will last you 5 hours before you have to do it again? |
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#28 |
Loremaster
Join Date: Oct 2005
Posts: 1,139
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![]() Archaegeo@Antonia Bayle wrote:
This is what I have been saying for a while. I don't want my carpenter and my alchemist to make jewelry. Why bother to have separate TS if they are all going to make everything. I don't want the jewlery items in my carpenter's recipe book because I refuse to make jewelry with my carpenter. I don't make spells with my alchemist either and I won't be making spells with my jeweler. Unless they plan to turn everyone into a generic tradeskiller, they need to stop doing this. |
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#29 |
Loremaster
Join Date: Oct 2005
Posts: 1,139
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![]() Felishanna@Antonia Bayle wrote:
Here's a newsflash for you... some of us who are carpenters actually want to make carpenter items. We also want our jewelers to make jewelry and our alchemists to make potions and such. I don't want all the cross mixing. I'd rather be able to hide those recipes that I don't want and will not make. I won't be making jewelry on my carpenter so I won't be putting a researcher in her house unless/until they make something that suits her. |
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#30 |
Server: Butcherblock
Guild: Eruanna Ar Fuin
Rank: Senior Officer
Loremaster
Join Date: Aug 2006
Posts: 748
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![]() They won't sell for 800pp, but yes I'll buy them. Also the colossal drops basically every second run of any Drunder instance or EoW. lol at them being super rare. |
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